Networked hybrid game

ABSTRACT

Systems and methods in accordance with embodiments of the invention operate a networked hybrid game. The networked hybrid game includes an entertainment software engine constructed to generate a player presentation for a skill-based entertainment game of a game server, and transmit a player action taken by the player during the player&#39;s skillful execution of the entertainment game, a game world engine constructed to receive the player action during the player&#39;s skillful execution of the entertainment game, generate a wager for a gambling game based on the received player action. and transmit the wager. A real world engine is constructed to receive the wager and provide a wager result from the wager made in the gambling game. The networked hybrid game also includes a router constructed to route the player action to the game world engine and the game server, route the wager to the real world engine, and route game state updates generated by the game server to the entertainment software engine.

CROSS REFERENCE TO RELATED APPLICATIONS

This application is a continuation of a PCT Application No.PCT/US13/26761, filed Feb. 19, 2013, which claims the benefit of U.S.Provisional Patent Application Nos. 61/600,147 filed on Feb. 17, 2012,61/613,597 filed Mar. 21, 2012, and 61/602,039 filed on Feb. 22, 2012,the contents of each of which are hereby incorporated by reference as ifstated in full herein. This application references Patent CooperationTreaty Application Nos. PCT/US11/26768, filed Mar. 1, 2011,PCT/US11/63587, filed Dec. 6, 2011, and PCT/US12/58156, filed Sep. 29,2012, the contents of each of which are hereby incorporated by referencein as if stated in full herein.

FIELD OF THE INVENTION

Embodiments of the present invention are generally related to gaming andmore specifically to networked hybrid game that includes both anentertainment game and a gambling game.

BACKGROUND

The gaming machine manufacturing industry has traditionally developedgaming machines with a gambling game. A gambling game is typically agame of chance, which is a game where the outcome of the game isgenerally dependent solely on chance (such as a slot machine). A game ofchance can be contrasted with a game of skill where the outcome of thegame may depend upon a player's skill with the game. Gambling games aretypically not as interactive and do not include graphics assophisticated as an entertainment game, which is a game of skill such asa video game.

SUMMARY OF THE INVENTION

Systems and methods in accordance with embodiments of the inventionoperate a networked hybrid game. In an embodiment, a system of anetworked hybrid game, includes an entertainment software engineconstructed to: generate a first player presentation of a skill-basedentertainment game; present the first player presentation to a player;and transmit via a network a player action taken by the player duringthe player's skillful execution of the skill-based entertainment gameusing the player presentation. In the networked hybrid game a gamerserver is constructed to: receive via the network the player action of aplayer during the player's skillful execution of a skill-basedentertainment game; generate a game state update of the skill-basedentertainment game on the basis of the player action; and transmit viathe network the game state update. The networked hybrid game furtherincludes a game world engine constructed to: receive the player actionduring the player's skillful execution of the entertainment game;generate a wager of real world credits for a gambling game based on thereceived player action; transmit the wager; receive a wager result forthe wager; receive the game state update from the game server; generatea modified game state update on the basis of the game state update andthe wager result; and transmit the modified game state update. Thenetworked hybrid game further includes a real world engine constructedto: receive the wager from the game world engine; and provide a wagerresult from the wager made in the gambling game, wherein theentertainment software engine is further constructed to: receive via thenetwork the modified game state update from the game world engine;generate a second player presentation for the player using the modifiedgame state update; and present the second player presentation to theplayer.

In some embodiments, the game world engine is further constructed togenerate a modified player action based on the player action and thereceived wagering result.

In many embodiments, the modified player action provides an advantage tothe player.

In some embodiments, the modified game state provides an advantage tothe player.

In many embodiments, the modified game state provides an additional gameobject for the player.

In some embodiments, the entertainment software engine is a game client.

In many embodiments, the entertainment software engine is a browser.

In numerous embodiments, a method of operating a networked hybrid gameis provided. The method includes: performing by one or more processorsof an entertainment software engine a process of: generating a firstplayer presentation of a skill-based entertainment game; presenting thefirst player presentation to a player; and transmitting via a network aplayer action taken by the player during the player's skillful executionof the skill-based entertainment game using the player presentation;performing by one or more processors of a game server a process of:receiving via a network the player action of a player during theplayer's skillful execution of a skill-based entertainment game;generating a game state update of the skill-based entertainment game onthe basis of the player action; and transmitting via the network thegame state update; performing by one or more processors of a game worldengine a process of: receiving the player action during the player'sskillful execution of the entertainment game; generating a wager of realworld credits for a gambling game based on the received player action;transmitting the wager; receiving a wager result for the wager;receiving the game state update from the game server; generating amodified game state update on the basis of the game state update and thewager result; and transmitting the modified game state update; andperforming by one or more processors of a real world engine a processof: receiving the wager from the game world engine; and providing awager result from the wager made in the gambling game, wherein the oneor more processors of the entertainment software engine further performa process of receiving via the network the modified game state updatefrom the game world engine; generating a second player presentation forthe player using the modified game state update; and presenting thesecond player presentation to the player.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a networked hybrid game in accordance with anembodiment of the invention.

FIG. 2 is a conceptual diagram that illustrates how resources areutilized in a networked hybrid game in accordance with an embodiment ofthe invention.

FIG. 3 is a conceptual diagram that illustrates interplay betweenresources and components of a networked hybrid game in accordance withan embodiment of the invention.

FIG. 4 is a timing diagram that illustrates a process of facilitatinginteractions between an entertainment game and a gambling game inaccordance with embodiments of the invention.

FIG. 5 is a system diagram that illustrates a network distributednetworked hybrid game in accordance with an embodiment of the invention.

FIG. 6 is a system diagram that illustrates an implementation of anetwork distributed networked hybrid game with a game world engine localserver in accordance with an embodiment of the invention.

FIG. 7 is a system diagram that illustrates an implementation of anetwork distributed hybrid game with a game world engine group server inaccordance with an embodiment of the invention.

FIG. 8 is a system diagram that illustrates an implementation of networkdistributed hybrid games over the Internet in accordance with anembodiment of the invention.

FIG. 9 is a cooperation diagram of an interactive entertainment game inaccordance with an embodiment of the invention.

FIG. 10 is a deployment diagram illustrating physical connectionsbetween hosts used in an online gaming system in accordance with anembodiment of the invention.

FIG. 11 is a cooperation diagram illustrating a portion of an onlinegaming system in accordance with an embodiment of the invention.

FIG. 12 is a sequence diagram illustrating the sequence of operationsand communications between a game client and a game server in accordancewith an embodiment of the invention.

FIG. 13 is a cooperation diagram illustrating the interactions betweencomponents of an online hybrid game in accordance with an embodiment ofthe invention.

FIG. 14 is a deployment diagram of components of a networked hybrid gamein accordance with an embodiment of the invention.

FIG. 15 is deployment diagram illustrating a networked hybrid game inaccordance with an embodiment of the invention.

FIG. 16 is a sequence diagram illustrating the communications betweencomponents of a networked hybrid game in accordance with an embodimentof the invention.

FIG. 17 is a deployment diagram illustrating components of a networkedhybrid game in accordance with an embodiment of the invention.

FIG. 18 is a sequence diagram illustrating the interactions betweencomponents of a networked hybrid game in accordance with an embodimentof the invention.

FIG. 19 is a deployment diagram of components of a networked hybrid gamein accordance with an embodiment of the invention.

FIG. 20 is a sequence diagram illustrating a sequence of operationsbetween components of a networked hybrid game in accordance with anembodiment of the invention.

FIG. 21 is a deployment diagram of components of a networked hybrid gamein accordance with an embodiment of the invention.

FIG. 22 is a sequence diagram illustrating a sequence of operationsbetween components of a networked hybrid game in accordance with anembodiment of the invention.

FIG. 23 is a deployment diagram of components of a networked hybrid gamein accordance with an embodiment of the invention.

FIG. 24 is a sequence diagram illustrating a sequence of operationsbetween components of a networked hybrid game in accordance with anembodiment of the invention.

FIG. 25 is a sequence diagram illustrating a sequence of operationsbetween components of a networked hybrid game in accordance with anembodiment of the invention.

FIG. 26 is a sequence diagram illustrating a sequence of operationsbetween components of a networked hybrid game in accordance with anembodiment of the invention.

FIG. 27 is a sequence diagram illustrating a sequence of operationsbetween components of a networked hybrid game in accordance with anembodiment of the invention.

FIG. 28 is a sequence diagram illustrating a sequence of operationsbetween components of a networked hybrid game in accordance with anembodiment of the invention.

FIG. 29 is a deployment diagram of components of a networked hybrid gamein accordance with an embodiment of the invention.

FIG. 30 is a sequence diagram illustrating a sequence of operationsbetween components of a networked hybrid game in accordance with anembodiment of the invention.

FIG. 31 illustrates a hardware architecture diagram of a processingapparatus utilized in the implementation of a networked hybrid game inaccordance with an embodiment of the invention.

DETAILED DESCRIPTION

Turning now to the drawings, systems and methods for operation of anetworked hybrid game are illustrated. In several embodiments, anetworked hybrid game is a form of a hybrid game that is distributedacross a network and includes both a gambling game that includes a realworld engine (RWE) which manages the gambling game, as well as anentertainment game that includes a game world engine (GWE) which managesthe entertainment portion of a game, and an entertainment softwareengine (ESE) which executes the entertainment game for userentertainment. In certain embodiments, the networked hybrid game alsoincludes a user interface associated with either or both the gamblinggame and the entertainment game. In operation of a networked hybridgame, a player acts upon various types of elements of the entertainmentgame in a game world environment. Elements are a limited resourceconsumed within an entertainment game to advance entertainment gamegameplay. In playing the entertainment game using the elements, a playercan (optionally) consume and accrue game world credits (GWC) within theentertainment game. These credits can be in the form of (but are notlimited to) game world objects, experience points, or points generally.Wagers are made in the gambling game using real world credits (RWC). Thereal world credits can be credits in an actual currency, or may becredits in a virtual currency which may or may not have real worldvalue. Gambling outcomes from the gambling game may cause consumption,loss or accrual of RWC. In addition, gambling outcomes in the gamblinggame may influence elements in the entertainment game such as (but notlimited to) by restoring a consumed element, causing the loss of anelement, restoration or placement of a fixed element. In certainembodiments, elements can also be wagered in a gambling game for apayout of elements. Example elements include enabling elements (EE)which are elements that enable a player's play of the entertainment gameand whose consumption by the player while playing the entertainment gamemay trigger a wager in a gambling game. Another example of an elementare reserve enabling elements (REE), which are elements that convertinto enabling elements upon occurrence of a release event intransportable variable hybrid game gameplay. Other types of elementsinclude actionable elements (AE) which are elements that are acted uponto trigger a wager in the gambling game and may or may not be restorableduring normal play of the entertainment game. In progressing throughentertainment game gameplay, elements can be utilized by a player duringinteractions with a controlled entity (CE) which is a character, entity,inanimate object, device or other object under control of a player.Also, entertainment game gameplay progress can be dependent upon: arequired object (RO) which is a specific object in an entertainment gamenecessary for an AE to be completed (such as but not limited to aspecific key needed to open a door); a required environmental condition(REC) which is a game state necessary within an entertainment game foran AE to be completed (such as but not limited to daylight that isrequired to walk through woods); or a controlled entity characteristic(CEC) which is a status necessary of the CE within an entertainment gamefor an AE to be completed (such as but not limited to a CE required tohave full health points before entering battle). Various hybrid gamesare discussed in Patent Cooperation Treaty Application No.PCT/US11/26768, filed Mar. 1, 2011, entitled ENRICHED GAME PLAYENVIRONMENT (SINGLE and/or MULTIPLAYER) FOR CASINO APPLICATIONS andPatent Cooperation Treaty Application No. PCT/US11/63587, filed Dec. 6,2011, entitled ENHANCED SLOT-MACHINE FOR CASINO APPLICATIONS eachdisclosure of which is hereby incorporated by reference in its entirety.

Networked Hybrid Games

Certain embodiments of networked hybrid games are hybrid games that aredistributed across a network. In many embodiments, a networked hybridgame integrates high levels of entertainment content with a game ofskill (entertainment game), a gambling experience with a game of chance(gambling game). A networked hybrid game provides for random outcomesindependent of player skill while providing that the user's gamingexperience (as measured by obstacles/challenges encountered, time ofplay and other factors) is shaped by the player's skill. A networkedhybrid game in accordance with an embodiment of the invention isillustrated in FIG. 1. The networked hybrid game 128 includes a RWE 102,GWE 112, ESE 120, gambling game user interface 122 and entertainmentgame user interface 124. The two user interfaces may be part of the sameuser interface but are separate in the illustrated embodiment. The RWE102 is connected with the GWE 112 and the gambling game user interface122. The ESE 120 is connected with the GWE 112 and the entertainmentgame user interface 124. The GWE 112 is connected also with theentertainment game user interface 124.

In several embodiments, the RWE 102 is the operating system for thegambling game of the networked hybrid game 128 and controls and operatesthe gambling game. The operation of a gambling game is enabled by RWC,such as money or other real world funds. A gambling game can increase ordecreases an amount of RWC based on random gambling outcomes, where thegambling proposition of a gambling game is typically regulated by gamingcontrol bodies. In many embodiments, the RWE includes a RW operatingsystem (OS) 104, random number generator (RNG) 106, level n real-worldcredit pay tables (Table Ln-RWC) 108, RWC meters 110 and other softwareconstructs that enable a game of chance to offer a fair and transparentgambling proposition, and to contain the auditable systems and functionsthat can enable the game to obtain gaming regulatory body approval.

A random number generator (RNG) 106 includes software and/or hardwarealgorithms and/or processes, which are used to generate random or pseudorandom outcomes. A level n real-world credit pay table (Table Ln-RWC)108 is a table that can be used in conjunction with a random numbergenerator (RNG) 106 to dictate the real world credits (RWC) earned as afunction of gameplay and is analogous to the pay tables used in aconventional slot machine. Table Ln-RWC payouts are independent ofplayer skill. There may be one or a plurality of Table Ln-RWC pay tables108 contained in a gambling game, the selection of which may bedetermined by factors including (but not limited to) game progress aplayer has earned, and/or bonus rounds which a player may be eligiblefor. Real world credits (RWC) are credits analogous to slot machine gamecredits, which are entered into a gambling game by the user, either inthe form of money such as hard currency or electronic funds. RWCs can bedecremented or augmented based on the outcome of a random numbergenerator according to the Table Ln-RWC real world credits pay table108, independent of player skill. In certain embodiments, an amount ofRWC can be required to enter higher ESE game levels. RWC can be carriedforward to higher game levels or paid out if a cash out is opted for bya player. The amount of RWC required to enter a specific level of thegame level n need not be the same for each level. In some embodiments avirtual currency (VC) is used to fund the RWC.

In many embodiments, the GWE 112 manages the overall networked hybridgame operation, with the RWE 102 and the ESE 120 effectively beingsupport units to the GWE 112. In several embodiments, the GWE 112contains mechanical, electronic and software system for an entertainmentgame. The GWE 112 includes an operating system (OS) 114 that providescontrol of the entertainment game. The GWE additionally contains a leveln game world credit pay table (Table Ln-GWC) 116 from where to takeinput from this table to affect the play of the entertainment game. TheGWE 112 can further couple to the RWE 102 to determine the amount of RWCavailable on the game and other metrics of wagering on the gambling game(and potentially affect the amount of RWC in play on the RWE). The GWEadditionally contains various audit logs and activity meters (such asthe GWC meter) 118. The GWE 112 can also couple to a centralized serverfor exchanging various data related to the player and their activitieson the game. The GWE 112 furthermore couples to the ESE 120.

In many embodiments, a level n game world credit pay table (TableLn-GWC) 116 dictates the GWC earned as a function of player skill in thenth level of the game. The payouts governed by this table are dependentupon player skill and sponsored gameplay at large and may or may not becoupled to a random number generator. In several embodiments, game worldcredits (GWC) are player points earned or depleted as a function ofplayer skill, specifically as a function of player performance in thecontext of the game. GWC is analogous to the score in a typical videogame. Each entertainment game has one or more scoring criterion,embedded within the Table Ln-GWC 116 that reflects player performanceagainst the goal(s) of the game. GWC can be carried forward from onelevel of sponsored gameplay to another, and ultimately paid out invarious manners such as directly in cash, or indirectly such as earningentrance into a sweepstakes drawing, or earning participation in, orvictory in, a tournament with prizes. GWC may be stored on a playertracking card or in a network-based player tracking system, where theGWC is attributed to a specific player.

In certain embodiments, the operation of the GWE does not affect theRWE's gambling operation except for player choice parameters that areallowable in slot machines including but not limited to wager terms suchas but not limited to a wager amount, how fast the player wants to play(by pressing a button or pulling the slot's handle) and/or agreement towager into a bonus round. In this sense, the RWE 102 provides a fair andtransparent, non-skill based gambling proposition co-processor to theGWE 112. In the illustrated embodiment, the communication link shownbetween the GWE 112 and the RWE 102 allows the GWE 112 to obtaininformation from the RWE 102 as to the amount of RWC available in thegambling game. The communication link can also convey a necessary statusoperation of the RWE (such as on-line or tilt). The communication linkcan further communicate the various gambling control factors which theRWE 102 uses as input, such as the number of RWC consumed per game orthe player's election to enter a jackpot round. In FIG. 1, the GWE 112is also shown as connecting to the player's user interface directly, asthis may be necessary to communicate certain entertainment game clubpoints, player status, control the selection of choices and messageswhich a player may find useful in order to adjust their entertainmentgame experience or understand their gambling status in the RWE 102.

In various embodiments, the ESE 120 manages and controls the visual,audio, and player control for the entertainment game. In certainembodiments, the ESE 120 accepts input from a player through a set ofhuman interface devices (HIDs) including by not limited to handcontrols, and/or head, gesture, and/or eye tracking systems and outputsvideo, audio and/or other sensory output to a user interface. In manyembodiments, the ESE 120 can exchange data with and accept controlinformation from the GWE 112. In several embodiments an ESE 120 can beimplemented using a personal computer (PC), a Sony PlayStation® (a videogame console developed by Sony Computer Entertainment of Tokyo Japan),Microsoft Xbox® (a video game console developed by Microsoft Corporationof Redmond, Wash.), a tablet computer, or smartphone a running aspecific entertainment game software program. In numerous embodiments,an ESE can be an electromechanical game system of a networked hybridgame that is an electromechanical hybrid game. An electromechanicalhybrid game executes an electromechanical game for player entertainment.The electromechanical game can be any game that utilizes both mechanicaland electrical components, where the game operates as a combination ofmechanical motions performed by at least one player or theelectromechanical game itself. Various electromechanical hybrid gamesare discussed in Patent Cooperation Treaty Application No.PCT/US12/58156, filed Sep. 29, 2012, the contents of which are herebyincorporated by reference in their entirety.

The ESE 120 operates mostly independently from the GWE 112, except thatvia the interface, the GWE 112 may send certain entertainment gamecontrol parameters and elements to the ESE 120 to affect its play, suchas (but not limited to) what level of character to be using, changingthe difficulty level of the game, changing the type of gun or car inuse, and/or requesting potions to become available or to be found by thecharacter. These game control parameters and elements may be based on agambling outcome of a gambling game that was triggered by an element inthe entertainment game being acted upon by the player. The ESE 120 canaccept this input from the GWE 112, make adjustments, and continue theplay action all the while running seamlessly from the player'sperspective. The player's execution of the entertainment is mostlyskillful as the ESE's operation is mostly skill based, except for wherethe ESE's processes may inject complexities into the game by chance inits normal operation to create unpredictability in the entertainmentgame. Utilizing this interface, the ESE 120 may also communicate playerchoices made in the game to the GWE 112, such as but not limited toselection of a different gun, and/or the player picking up a specialpotion in the GW environment. The GWE's job in this architecture, beinginterfaced thusly to the ESE 120, is to allow the transparent couplingof entertainment software to a fair and transparent random chancegambling game, providing a seamless perspective to the player that theyare playing a typical popular entertainment game (which is skill based).In certain embodiments, the ESE 120 can be used to enable a wide rangeof entertainment games including but not limited to popular titles fromarcade and home video games, such as but not limited to Gears of War (athird person shooter game developed by Epic Games of Cary, N.C.), TimeCrisis (a shooter arcade game developed by Namco Ltd of Tokyo, Japan),or Madden Football (an American football video game developed by EATiburon of Maitland, Fla.). Providers of such software can provide thedescribed herein interface by which the GWE 120 can request amendmentsto the operation of the ESE software in order to provide seamless andsensible operation as both a gambling game and an entertainment game.

In several embodiments, the RWE 102 can accept a trigger to run agambling game in response to actions taken by the player in theentertainment game as conveyed by the ESE 120 to the GWE 112, or astriggered by the GWE 112 based on its algorithms, background to theoverall game from the player's perspective, but can provide informationto the GWE 112 to expose the player to certain aspects of the gamblinggame, such as (but not limited to) odds, amount of RWC in play, andamount of RWC available. The RWE 102 can accept modifications in theamount of RWC wagered on each individual gambling try, or the number ofgames per minute the RWE 102 can execute, entrance into a bonus round,and other factors, all the while these factors can take a different formthan that of a typical slot machine. An example of a varying wageramount that the player can choose might be that they have decided toplay with a more powerful character in the game, a more powerful gun, ora better car. These choices can increase or decrease the amount wageredper individual gambling game, in the same manner that a standard slotmachine player may decide to wager more or less credits for each pull ofthe handle. In several embodiments, the RWE 102 can communicate a numberof factors back and forth to the GWE 112, via an interface, suchincrease/decrease in wager being a function of the player's decisionmaking as to their operational profile in the entertainment game (suchas but not limited to the power of the character, gun selection or carchoice). In this manner, the player may control the per game wageramount, with the choice mapping to some parameter or component that isapplicable to the entertainment game experience of the hybrid game. In aparticular embodiment, the RWE 102 operation can be a game of chance asa gambling game running every 10 seconds where the amount wagered iscommunicated from the GWE 112 as a function of choices the player makesin the operation profile in the entertainment game such as those citedabove.

In many embodiments, a networked hybrid game integrates a video gamestyle gambling machine, where the gambling game (including an RWE 102and RWC) is not player skill based, while at the same time allowsplayers to use their skills to earn club points which a casino operatorcan translate to rewards, tournament opportunities and prizes for theplayers. The actual exchange of monetary funds earned or lost directlyfrom gambling against a game of chance in a gambling game, such as aslot machine, is preserved. At the same time a rich environment ofrewards to stimulate gamers can be established with the entertainmentgame. In several embodiments, the networked hybrid game can leveragevery popular titles with gamers and provides a sea change environmentfor casinos to attract players with games that are more akin to the typeof entertainment that a younger generation desires. In variousembodiments, players can use their skill towards building and bankingGWC that in turn can be used to win tournaments and various prizes as afunction of their gamer prowess. Numerous embodiments minimize theunderlying changes needed to the aforementioned entertainment softwarefor the hybrid game to operate within an entertainment game construct,thus making a plethora of complex game titles and environments, rapidand inexpensive to deploy in a gambling environment.

In certain embodiments, networked hybrid games also allow players togain entry into subsequent competitions through the accumulation of gameworld credits (GWC) as a function of the user's demonstrated skill atthe game. These competitions can pit individual players or groups ofplayers against one another and/or against the casino to win prizesbased upon a combination of chance and skill. These competitions may beeither asynchronous events, whereby players participate at a time and/orplace of their choosing, or they may be synchronized events, wherebyplayers participate at a specific time and/or venue.

In many embodiments, one or more players engage in playing anentertainment game, resident in the ESE, the outcomes of which aredependent at least in part on skill. The networked hybrid game caninclude an entertainment game that includes head to head play between asingle player and the computer, between two or more players against oneanother, or multiple players playing against the computer and/or eachother, as well as the process by which players bet on the outcome of theentertainment game. The entertainment game can also be a game where theplayer is not playing against the computer or any other player, such asin games where the player is effectively playing against himself orherself (such as but not limited to Solitaire and Babette).

In several embodiments, a player can interact with a networked hybridgame by using RWC in interactions with a gambling game along with GWCand elements in interactions with an entertainment game. The gamblinggame can be executed by a RWE while an entertainment game can beexecuted with an ESE and managed with a GWE. A conceptual diagram thatillustrates how resources such as GWC, RWC and elements, such as but notlimited to EE, are utilized in a networked hybrid game in accordancewith an embodiment of the invention is illustrated in FIG. 2. Theconceptual diagram illustrates that RWC 204, EE 208 and GWC 206 can beutilized by a player 202 in interactions with the RWE 210, GWE 212 andESE 214 of a networked hybrid game 216. The contribution of elements,such as EE 208, may be linked to a player's access to credits, such asRWC 204 or GWC 206. Electronic transfer in of these credits may come viaa smart card, voucher or other portable media, or as transferred in overa network from a server. In certain implementations, these credits maybe drawn on demand from a player profile located in a database locallyon a networked hybrid game or in a remote server.

A conceptual diagram that illustrates interplay between elements andcomponents of a networked hybrid game in accordance with an embodimentof the invention is illustrated in FIG. 3. Similar to FIG. 2, a player'sactions and/or decisions can affect functions 306 that consume and/oraccumulate GWC 302 and/or EE 304 in an entertainment game executed by anESE 310. A GWE 312 can monitor the activities taking place within anentertainment game executed by an ESE 310 for gameplay gambling eventoccurrences. The GWE 312 can also communicate the gameplay gamblingevent occurrences to an RWE 314 that triggers a wager of RWC 316 in agambling game executed by the RWE 314. A timing diagram that illustratesa process of facilitating interactions between an entertainment game anda gambling game in accordance with embodiments of the invention isillustrated in FIG. 4. The process includes a player performing a playeraction using a user interface. An ESE 406 can signal (408) a GWE 404 ofthe player action. The GWE 404 can signal (410) the ESE 406 as to theamount of EE that will be consumed by the player action in return. Thesignal can configure a function that controls EE consumption, decay oraddition for the ESE. The ESE 406 can, based upon the function, consumean amount of EE designated by the GWE 404 to couple to the activity.Upon detection that the player action is a gameplay gambling event, theGWE 404 can signal an RWE 402 as to the wager terms associated with thegameplay gambling event triggers (412) a wager. The RWE 402 can consumeRWC in executing the wager. The RWE 402 can return RWC as a payout fromthe wager. The RWE 402 can inform (414) the GWE 404 as to the payoutfrom the wager. The GWE 404 can signal (416) the ESE 406 to ascribe apayout of EE based upon the wager. The ESE 406 can reconcile and combinethe payout of EE with the EE already ascribed to the player in theentertainment game. The ESE 406 can signal (408) the GWE 404 as to itsupdated status based upon reconciling the payout of EE, and the GWE 404can signal the ESE 406 of a payout of GWC in response (420) to thestatus update.

In certain embodiments, the sequence of events in the timing diagram ofFIG. 4 can be reflected in a first person shooter themed entertainmentgame. For example, a player can select a machine gun to use in anentertainment game and fires a burst at an opponent. The can ESE signal(408) the GWE of the player action, such as the player's choice ofweapon, that a burst of fire was fired, and the outcome of whether theplayer hit the opponent with the burst of fire. The GWE can process theinformation concerning the machine gun burst, and signal (410) the ESEto consume 3 bullets (EE) with each pull of the trigger. Theentertainment game then consumes 3 bullets (EE) from the trigger beingpulled. The GWE can also signal (412) the RWE that 3 credits of RWC areto be wagered to match the 3 bullets (EE) consumed, on a particular paytable (Table Ln-RC) as a function how much damage the player inflictedon his/her opponent. The RWE can consume the 3 credits for the wager andexecute the specified wager. In executing the wager, the RWE candetermine that the player hits a jackpot of 6 credits, and return the 6credits of RWC to the credit meter. The RWE can also inform (414) theGWE that 3 credits of RWC net were won as a payout from the wager. TheGWE can signal (416) the ESE to add 3 bullets (EE) to the player's ammoclip based upon the gambling game payout. The ESE can then add 3 bullets(EE) to the player's ammo clip in the entertainment game. This may takeplace by directly adding them to the clip, or may happen in the contextof the entertainment game, such as the player finding extra ammo on theground or in an old abandoned ammo dump. The GWE can receive (418) anupdate from the ESE as to the total amount of EE associated with theplayer. The GWE can log the new player score (GWC) in the game (as afunction of the successful hit on the opponent) based on the update, andsignal (420) the ESE to add 2 extra points of GWC to the player's score.

In many embodiments, if an entertainment game includes a sports themedgame, such as a version of Madden Football™, a player can bet on whetheror not the player is going to beat the computer, or if the player isplaying against another player, that other player. These bets can bemade, for example, on the final outcome of the game, and/or the state ofthe game along various intermediary points (such as but not limited tothe score at the end of the 1st quarter) and/or on various measuresassociated with the game (such as but not limited to the total offensiveyards, number of turnovers, or number of sacks). Players can bet againstone another, or engage the computer in a head to head competition in thecontext of their skill level in the entertainment game in question. Assuch, players can have a handicap associated with their player profilethat describes their skill (which can be their professed skill incertain embodiments), and which is used by a GWE (such as a local GWE ora GWE that receives services from remote servers) to offer appropriatebets around the final and/or intermediate outcomes of the entertainmentgame, and/or to condition sponsored gameplay as a function of playerskill, and/or to select players across one or more networked hybridgames to participate in head to head games and/or tournaments.

Many embodiments enable the maximization of the number of players ableto compete competitively by enabling handicapping of players byutilizing a skill normalization module that handicaps players to eventhe skill level of players competing against each other. Handicappingenables players of varying performance potential to competecompetitively regardless of absolute skill level, such as but notlimited to where a player whose skill level identifies the player as abeginner can compete in head to head or tournament play against a highlyskilled player with meaningful results.

In several embodiments, wagers can be made among numerous networkedhybrid games with a global betting manager (GBM). The GBM is a systemthat coordinates wagers that are made across multiple networked hybridgames by multiple players. In some implementations it can also supportwagers by third parties relative to the in game performance of otherplayers. The GBM can stand alone, or is capable of being embedded in oneof a number of systems, including a GWE, ESE or any remote servercapable of providing services to a networked hybrid game, or can operateindependently on one or a number of servers on-site at a casino, as partof a larger network and/or the internet or cloud in general. The GBMalso supports the management of lottery tickets issued as a function ofsponsored gameplay.

Networked hybrid games in accordance with many embodiments of theinvention can operate locally while being network connected to drawservices from remote locations or to communicate with other networkedhybrid games. In many embodiments, operations associated with anetworked hybrid game can be performed across multiple devices. Thesemultiple devices can be implemented using a single server or a pluralityof servers such that a networked hybrid game is executed as a system ina virtualized space, such as (but not limited to) where the RWE and GWEare large scale centralized servers in the cloud coupled to a pluralityof widely distributed ESE controllers or clients via the Internet.

In many embodiments, an RWE server can perform certain functionalitiesof a RWE of a networked hybrid game. In certain embodiments, a RWEserver includes a centralized odds engine which can generate randomoutcomes (such as but not limited to win/loss outcomes) for a gamblinggame, thereby eliminating the need to have that functionality of the RWEperformed locally within the networked hybrid game. The RWE server canperform a number of simultaneous or pseudo-simultaneous runs in order togenerate random outcomes for a variety of odds percentages that one ormore networked hybrid games may require. In certain embodiments, an RWEof a networked hybrid game can send information to a RWE serverincluding (but not limited to) Table Ln-RWC tables, maximum speed ofplay for a gambling game, gambling game monetary denominations or anypromotional RWC provided by the operator of the networked hybrid game.In particular embodiments, a RWE server can send information to a RWE ofa networked hybrid game including (but not limited to) RWC used in thegambling game, player profile information or play activity and a profileassociated with a player.

In several embodiments, a GWE server can perform the functionality ofthe GWE across various networked hybrid games. These functionalities caninclude (but are not limited to) providing a method for monitoring highscores on select groups of games, coordinating interactions betweengameplay layers, linking groups of games in order to join them in headto head tournaments, and acting as a tournament manager.

In a variety of embodiments, management of player profile informationcan be performed by a patron management server separate from a GWEserver. A patron management server can manage information related to aplayer profile, including (but not limited to) data concerningcontrolled entities (such as characters used by a layer in hybrid gamegameplay session), game scores, elements, RWC and GWC associated withparticular players and managing tournament reservations. Although apatron management server is discussed separately from a GWE server, incertain embodiments a GWE server also performs the functions of a patronmanagement server. In certain embodiments, a GWE of a networked hybridgame can send information to a patron management server including (butnot limited to) GWC and RWC used in a game, player profile information,play activity and profile information for players and synchronizationinformation between a gambling game and an entertainment game or otheraspects of a networked hybrid game. In particular embodiments, a patronmanagement server can send information to a GWE of a networked hybridgame including (but not limited to) entertainment game title and type,tournament information, Table Ln-GWC tables, special offers, characteror profile setup and synchronization information between a gambling gameand an entertainment game or other aspects of a networked hybrid game.

In numerous embodiments, an ESE server provides a host for managing headto head play, operating on the network of ESEs which are connected tothe ESE server by providing an environment where players can competedirectly with one another and interact with other players. Although anESE server is discussed separately from a GWE server, in certainembodiments a GWE server also performs the functions of an ESE server.

In several embodiments, a multisession server can be connected with anetworked hybrid game and can implement a multisession module tocoordinate the activities of a networked hybrid game. A multisessionmodule can execute as part of a multisession server to enable networkedhybrid game gameplay that is continuous across multiple gameplaysessions. The multisession module is configured to enable networkedhybrid game gameplay by initiating a current hybrid game gameplaysession for a player that builds upon the player's interactions with anetworked hybrid game in a prior hybrid game gameplay session.

Servers connected via a network to implement networked hybrid games inaccordance with many embodiments of the invention can communicate witheach other to provide services utilized within a networked hybrid game.In several embodiments a RWE server can communicate with a GWE server. ARWE server can communicate with a GWE server to communicate any type ofinformation as appropriate for a specific application, including (butnot limited to): configure the various simultaneous or pseudosimultaneous odds engines executing in parallel within the RWE toaccomplish the networked hybrid game system requirements, determinemetrics of RWE performance such as random executions run and outcomesfor tracking system performance, perform audits, provide operatorreports, and request the results of a random run win/loss result for useof function operating within the GWE (such as where automatic drawingsfor prizes are a function of ESE performance).

In several embodiments a GWE server can communicate with an ESE server.A GWE server can communicate with an ESE server to communicate any typeof information as appropriate for a specific application, including (butnot limited to): the management of an ESE server by a GWE server such asthe management of a networked hybrid game tournament. Typically a GWE(such as a GWE that runs within a networked hybrid game or on a GWEserver) is not aware of the relationship of itself to the rest of atournament since in a typical configuration the actual tournament playis managed by the ESE server. Therefore, management of a networkedhybrid game tournament can include (but is not limited to) tasks suchas: conducting tournaments according to system programming that can becoordinated by an operator of the networked hybrid game; allowing entryof a particular player into a tournament; communicating the number ofplayers in a tournament and the status of the tournament (such as butnot limited to the amount of surviving players, their status within thegame, time remaining on the tournament); communicating the status of anESE contained in a game; communicating the performance of its playerswithin the tournament; communicating the scores of the various membersin the tournament; and providing a synchronizing link to connect theGWEs in a tournament, with their respective ESE's.

In several embodiments a GWE server can communicate with a patronmanagement server. A GWE server can communicate with a patron server tocommunicate any type of information as appropriate for a specificapplication, including (but not limited to) information for configuringtournaments according to system programming conducted by an operator ofa networked hybrid game, exchange of data necessary to link a player'splayer profile to their ability to participate in various forms ofsponsored gameplay (such as but not limited to the difficulty of playset by the GWE server or the GWE in the game they are playing on),determining a player's ability to participate in a tournament as afunction of a player's characteristics (such as but not limited to aplayer's gaming prowess or other metrics used for tournament screening),configuring the game contained GWE and ESE performance to suitpreferences of a player on a particular networked hybrid game, asrecorded in their player profile, determining a player's play andgambling performance for the purposes of marketing intelligence, andlogging secondary drawing awards, tournament prizes, RWC and GWC intothe player profile.

In many embodiments, the actual location of where various algorithms andfunctions are executed may be located either in the game containeddevices (RWE, GWE, ESE), on the servers (RWE server, GWE server, or ESEserver), or a combination of both. In particular embodiments, certainfunctions of a RWE server, GWE server, patron management server or ESEserver may operate on the local RWE, GWE or ESE contained with anetworked hybrid game locally. In certain embodiments, a server is aserver system including a plurality of servers, where software may berun on one or more physical devices. Similarly, in particularembodiments, multiple servers may be combined on a single physicaldevice.

Networked hybrid games in accordance with many embodiments of theinvention can be networked with remote servers in variousconfigurations. A networked hybrid game in accordance with an embodimentof the invention is illustrated in FIG. 5. The networked hybrid game 512is connected with a RWE server 502, patron management server 504, GWEserver 506, ESE server 508, a multisession server 514, and a ticket-inticket-out (TITO) server 516 over a network 510, such as (but notlimited to) the Internet or a local area network. Servers networked witha networked hybrid game 512 can also communicate with each of thecomponents of a networked hybrid game and amongst the other servers incommunication with the networked hybrid game 512.

A system diagram that illustrates an implementation of a networkdistributed networked hybrid game with a GWE local server in accordancewith an embodiment of the invention is illustrated in FIG. 6. The systemincludes several networked hybrid games 606 sharing services from thesame GWE local server 602 over a network. In various embodiments, anetworked hybrid game may be implemented as a casino-based game in acabinet, as an application running on a mobile device such as a tabletcomputer or a smartphone, or on a video gaming console. An embodiment ofa single networked hybrid game 606 with a RWE 610, ESE 608 and GWE 602is enclosed within a dotted line 607. A number of other peripheralsystems, such as player management, casino management, regulatory,ticket-in ticket-out, and hosting servers can also interface with thenetworked hybrid games over a network within an operator's firewall 604.Also, other servers can reside outside the bounds of a network within anoperator's firewall 604 to provide additional services for networkconnected networked hybrid games.

A system diagram that illustrates an implementation of a networkdistributed hybrid game with a GWE local server and a GWE group serverin accordance with an embodiment of the invention is illustrated in FIG.7. This system includes a networked hybrid game with a RWE 712, ESE 710and GWE 704 enclosed within a dotted line but where a single hybrid gamecan call upon services from servers within an operator's firewall 706(such as but not limited to a GWE local server) as well as beyond anoperator's firewall 706 (such but not limited to a GWE group server702). The GWE group server 702 can coordinate multiple networked hybridgames from across a network that spans beyond an operator's firewall706.

A system diagram that illustrates an implementation of networkdistributed hybrid games over the Internet in accordance with anembodiment of the invention is illustrated in FIG. 8. The systemincludes an ESE server 802, GWE server 804 and RWE server 806 thatconnects to a user interface 810 of networked hybrid games over theInternet 808. Each networked hybrid game includes a local ESE 812 thatalso interfaces with a remote ESE server 802.

FIG. 9 is a cooperation diagram of an interactive entertainment game inaccordance with an embodiment of the invention. The interactiveentertainment game 900 includes a game engine 902 that generates playeroutputs for interaction with a player. The player outputs include aplayer presentation that is presented to a player through a user orplayer interface 904 including a player display 908. The playerpresentation may be audio, visual or tactile, or any combination ofsuch. The player interface further includes one or more Human InputDevices (HIDs) 906 that the player uses to interact with the game.Various components of the game engine read data from a game state 910 inorder to implement the features of the game. The game engine includes aphysics engine 912 used to simulate physical interactions betweenvirtual objects in the game state, a rules engine 914 for implementingthe rules of the game, a graphics engine 916 used to generate a visualrepresentation of the game state to the player, etc.

In operation, the components of the game engine read portions of thegame state and generate the player presentation for the player. Theplayer perceives the presentation and provides player inputs using theHIDs. The corresponding player inputs are received as user actions orinputs by various components of the game engine. The game enginetranslates the player actions into interactions with the virtual objectsof the game world stored in the game state. Components of the gameengine use the player interactions with the virtual objects of the gameand the game state to update the game state and update the presentationpresented to the user. The process loops in a game loop continuouslywhile the player plays the game.

FIG. 10 is a deployment diagram illustrating physical connectionsbetween hosts used in an online gaming system in accordance with anembodiment of the invention. The online gaming 1000 system includes oneor more game client hosts 1002 and 1004 operatively connected to a gameserver host 1006 via a network 1010 such as a Local Area Network (LAN)or Wide Area Network (WAN) such as the Internet. The game server hosthosts a game server that is operatively connected to one or more gameclients hosted by the one or game client hosts.

FIG. 11 is a cooperation diagram illustrating a portion of an onlinegaming system in accordance with an embodiment of the invention. A gameserver engine 1100 hosted by a game server host is operatively connectedthrough a network such as a LAN or WAN to a game client 1102 hosted by agame client host. The game server includes a game server engine thatuses a central game state 1104 to implement an interactive entertainmentgame served by the game server. The game server engine includescomponents that operate on and use the central game state, such as aphysics engine 1106, a game rules engine 1108, etc. The game serverengine uses the central game state to generate an updated central gamestate. The game server also generates game state updates 1110 that maybe used to update a synchronized local game state 1112 in a game client.The game state updates are transmitted through the network to the gameclient. The game client receives the game state updates and updates thelocal game state using the received game state updates.

The game client includes a game client engine 1114. The game clientengine includes components, such as a graphics engine 1116, etc., thatoperate on and use the local game state to implement the features of thegame. The graphics engine generates a player display 1118 that isdisplayed to a player through a player interface 1120. The playerinteracts with the game client using one or more player HIDs 1122. Thegame client receives the player inputs through the player HIDs andgenerates player inputs or actions 114 that are transmitted to the gameserver via the network. The game server receives the player actions andthe game server engine uses the player actions and the central gamestate to update the central game state. The updates to the central gamestate are transmitted to the game client through the network and thegame client uses the game state updates to update the location gamestate. The processes in both the game client and the game server loopcontinuously in a game loop while the player continues to play the game.

FIG. 12 is a sequence diagram illustrating the sequence of operationsand communications between a game client and a game server in accordancewith an embodiment of the invention. A game server 1200 determines 1202an initial game state for an interactive entertainment game to be playedby one or more players playing the interactive entertainment game on oneor more game clients, such as game clients 1204 and 1206. The gameserver stores the initialized game state as a central game state thatwill be used to synchronize local game states maintained by the one ormore game clients. The game server transmits the initial game state,1208 and 1210, to each of the game clients. In response, the gameclients initialize, 1212 and 1214, their own respective local gamestates and use their respective initialized local game states togenerate a player presentation to present to a player as describedherein. Each game client receives, 1216 and 1218, player inputs fromtheir respective players as described herein and transmits the playerinputs, 1220 and 1222, or player actions to the game server. The gameserver receives the player inputs or actions from the one or more gameclients and uses the player inputs or actions to update 1224 the centralgame state using a game server engine as described herein. The gameserver also transmits game states updates, 1226 and 1228, to the one ormore game clients. The one or more game clients use the game stateupdates to update, 1230 and 1232, their respective game states. Theprocess continues by the respective game loops on each of the one ormore game clients and the game server. In this manner, each game clientincludes a local game state that is maintained in synchronization withthe central game state without having to transmit the entire game stateeach time a player interacts with the interactive entertainment game.

FIG. 13 is a cooperation diagram illustrating the interactions betweencomponents of an online hybrid game in accordance with an embodiment ofthe invention. A game server engine 1300 hosted by a game server host isoperatively connected through a network such as a LAN or WAN to a gameworld engine (GWE) 1322 hosted by a GWE host. The GWE is furtheroperatively connected to a game client 1302 through the network. The GWEis also operatively connected to a real world engine (RWE) 1320. Thegame server includes a game server engine that uses a central game state1304 to implement an interactive entertainment game served by the gameserver. The game server engine includes components that operate on anduse the central game state, such as a physics engine 1306, a game rulesengine 1308, etc. The game server engine uses the central game state togenerate an updated central game state. The game server also generatesgame state updates 1310 that may be used to update a synchronized localgame state 1312 in the game client. The game state updates aretransmitted through the network to the game client. The game clientreceives the game state updates and updates the local game state usingthe received game state updates.

In numerous embodiments, the GWE also receives the game state updatesthat the GWE uses to update its own local game state. In someembodiments, the GWE intercepts the game state updates and modifies thegame state updates before transmitting the game state updates to thegame client.

The game client includes a game client engine 1314. The game clientengine includes components, such as a graphics engine 1316, etc., thatoperate on and use the local game state to implement the features of theinteractive entertainment game. The graphics engine generates a playerdisplay 1318 that is displayed to a player through a player interface1320. The player interacts with the game client using player HIDs 1322.The game client receives the player inputs through the player HIDs andgenerates player actions 1315 that are transmitted to the game servervia the network.

The GWE also receives the player actions and uses the player actions togenerate a wager in a process as described herein, thus transforming theinteractive entertainment game into a networked hybrid game. The wageris transmitted to the RWE for wagering or gambling purposes. The RWEreceives the wager and executes a game of chance using the wager asdescribed herein. A wagering result of the game of chance is transmittedto the GWE. In some embodiments, the GWE may intercept and modify theplayer actions based on the wager result before passing the playeractions onto the game server. In numerous embodiments, the GWE mayintercept the game state updates and use the wagering result to modifythe game state updates before the game state updates are transmitted tothe game client.

The game server receives the player actions and the game server engineuses the player actions and the central game state to update the centralgame state. The updates to the central game state are transmitted to thegame client through the network and the game client uses the game stateupdates to update the local game state. The processes in both the gameclient and the game server loop continuously in a game loop while theplayer continues to play the networked hybrid game.

FIG. 14 is a deployment diagram of a networked hybrid game and a hybridgame router in accordance with an embodiment of the invention. In anetworked hybrid game, an ESE, such as a game client 1402 hosted by agame client host, is operatively connected to a GWE 1422, an RWE 1424and a game server 1400 hosted by a game server host, by a hybrid gamerouter 1425. In various embodiments, the hybrid game router may be acomponent of the ESE and hosted by the ESE's host, the hybrid gamerouter may be a component separate from the ESE and hosted by the ESE'shost, or it may be a device separate from the ESE and the ESE's host.The hybrid game router routes communications between the ESE, or gameclient, and the GWE, RWE and game server as described herein.

In operation, the game server engine 1400 that is part of the gameserver 1401 is operatively connected through a network such as a LAN orWAN to a game world engine (GWE) 1422 hosted by a GWE host. The GWE isfurther operatively connected to the game client 1402 through thenetwork. The GWE is also operatively connected to a real world engine(RWE) 1420. The game server includes a game server engine that uses acentral game state 1404 to implement a game served by the game server.The game server engine includes components that operate on and use thecentral game state, such as a physics engine 1406, a game rules engine1408, etc. The game server engine uses the central game state togenerate an updated central game state. The game server also generatesgame state updates 1410 that may be used to update a synchronized localgame state 1412 in the game client. The game state updates aretransmitted through the network to the game client. The game clientreceives the game state updates and updates the local game state usingthe received game state updates.

In numerous embodiments, the GWE also receives the game state updatesthat the GWE uses to update its own local game state. In someembodiments, the GWE intercepts the game state updates and modifies thegame state updates before transmitting the game state updates to thegame client.

The game client includes a game client engine 1414. The game clientengine includes components, such as a graphics engine 1416, etc., thatoperate on and use the local game state to implement the features of thegame. The graphics engine generates a player display 1418 that isdisplayed to a player through a player interface 1420. The playerinteracts with the game client using player HIDs 1422. The game clientreceives the player inputs through the player HIDs and generates playeractions 1414 that are transmitted to the game server via the network.

The GWE also receives the player actions and uses the player actions togenerate a wager in a process as described herein. The wager istransmitted to the RWE for wagering or gambling purposes. The RWEreceives the wager and executes a game of chance using the wager asdescribed herein. A wagering result of the game of chance is transmittedto the GWE. In some embodiments, the GWE may intercept and modify theplayer actions based on the wager result before passing the playeractions onto the game server. In numerous embodiments, the GWE mayintercept the game state updates and use the wagering result to modifythe game state updates before the game state updates are transmitted tothe game client.

The game server receives the player actions and the game server engineuses the player actions and the central game state to update the centralgame state. The updates to the central game state are transmitted to thegame client through the network and the game client uses the game stateupdates to update the local game state. The processes in both the gameclient and the game server loop continuously in a game loop while theplayer continues to play the networked hybrid game.

FIG. 15 is deployment diagram illustrating a networked hybrid game inaccordance with an embodiment of the invention. A hybrid game router1500 routes communications between an ESE or game client 1502 on an ESEhost 1504, to an RWE 1504 on an RWE host 1506, a GWE 1508 on a GWE host1510 and a game server 1512 on a game server host 1514 via a network1515 such as a local area network or a wide area network (WAN) such asthe Internet. In this embodiment, the game client or ESE and the hybridgame router are both hosted by the same host, namely the game client orESE host.

FIG. 16 is a sequence diagram illustrating the communications between anESE or game client hosted by an ESE host, through a hybrid game routerand to a GWE, RWE and game server in accordance with an embodiment ofthe invention. The ESE receives player inputs from a player playing agame (not shown) of the ESE. The ESE 1600 determines player actions 1602based on the player inputs as described herein. The player actions arethe actions taken by the player when interacting with elements of thegame such as the virtual objects, non-player characters, playercharacters, etc. within the game The ESE transmits the player actions tothe hybrid game router 1604. The hybrid game router receives the playeractions and routes them to the GWE 1606.

The GWE determines 1608 a type and amount of a wager 1610 based on theplayer actions as described herein and transmits the type and amount ofthe wager to the RWE 1612 via the hybrid game router. The RWE receivesthe type and amount of wager and determines 1614 a wager result 1616 asdescribed herein and transmits the wager result to the GWE via thehybrid game router. The GWE uses the wager result to generate 1618modified player actions 1619 that are transmitted to the game server1620 via the hybrid game router.

In various embodiments, the GWE maintains a local game state that theGWE uses to modify intercepted game state updates and/or player actionsbeing sent to the ESE by the game server.

The game server receives the modified player actions and updates 1622 acentral game state using the player actions. The game server transmits agame state update 1624 to the hybrid game router. The game state updateis to be used by the ESE to update 1626 a local game state maintained bythe ESE such that the local game state remains synchronized with thecentral game state. The hybrid game router transmits the game stateupdate to the ESE. The ESE uses the game state update to update thelocal game state maintained by the ESE.

In various embodiments, the GWE modifies the player actions based on theoutcome of the wager made by the RWE. For example, the player's actionsmay have an effect on an outcome of a portion of the game being playedby the player. In the case that the player is playing a First PersonShooter (FPS), the player's actions may include information about whatweapon the player is currently using, the aim point of the weapon, thestatus of the weapon, whether the weapon has been actuated, etc. In aRole Playing Game (RPG) style game, the player actions may includeinformation about what spells the player is casting and how manyresources are to be used in casting the spell.

An outcome of the portion of the game that the player is player may beaffected by modifying the player actions. For example, in the exemplaryFPS case, an aimpoint of a weapon may be improved if the wager outcomeis favorable to the player. In the exemplary RPG case, the indicatedamount of resources used for a spell may be reduced if the wager outcomeis unfavorable to the player, thus reducing the effectiveness of thecast spell. As the modified player actions are transmitted to the gameserver by the GWE instead of the actual player actions, the game serverwill use the modified player actions to update the central game statemaintained by the game server instead of the actual player inputs. Thismay result in an improved game outcome for the player (if the wageroutcome was favorable to the player) or may result in a worse gameoutcome for the player (if the wager outcome was not favorable to theplayer.)

In numerous embodiments, the hybrid game router eavesdrops on thecommunications of the ESE with the game server, for example by sniffingpackets being transmitted between the ESE and game server if they areusing a communications protocol using packets. The hybrid game routereavesdrops on the communications in order to determine if thecommunications coming from the ESE contain player actions for playing agame or are other types of communications between the ESE and the gameserver, such as the ESE and game server exchanging authenticationinformation for a player, starting game states, etc. If thecommunications includes player action information, the hybrid gamerouter routes the player actions to the GWE for processing. If thecommunications do not include player actions requiring processing by theGWE, the hybrid game router routes the communications to the gameserver.

In various embodiments, the hybrid game router may route the playeractions to the GWE and the game server at the same time. This is toprevent any lag time created by communications between the RWE and theGWE from affecting the communications between the ESE and the gameserver. In such embodiments, the GWE does not modify the player actionsbefore they are transmitted to the game server by the ESE.

In numerous embodiments, the GWE intercepts the game state update andmodifies 1630 and a modified game state update 1632 is transmitted tothe ESE for updating 1634 the local game state. In several suchembodiments, the modification to the game state update is made based onthe wager result generated by the RWE. In such embodiments, the GWE maygenerate its own display information regarding the wager result to theESE for display to the player in another context or manner than in thecontext of the entertainment game being played by the player.

In numerous embodiments, the GWE receives the player actions from theESE. The GWE uses the player actions to determine a wager as describedherein. The wager is transmitted to the RWE. In response to receivingthe wager, the RWE executes the wager as described herein and transmitsthe wager result back to the GWE. The GWE uses the wager result togenerate a game state update based on the wager result, the playeractions and the GWE's own local game state. For example, the GWE maycalculate the amount an EE is incremented or decremented based on thewager result as described herein. The GWE uses the game state update toupdate its own local game state and transmits the game state update tothe game engine along with the player actions. The game server receivesthe player actions and the game state updates to generate a new gamestate that is then used for processing as described herein.

In many embodiments, the ESE performs some of the services of a gameengine, such as collision detection, and generates a game state updatereflecting the processing result of the performed service that istransmitted along with the player actions to the other components of ahybrid game as described herein.

Referring now to both FIGS. 17 and 18, FIG. 17 is a deployment diagramillustrating that an RWE and GWE may be hosted on the same host, andFIG. 18 is a sequence diagram illustrating the interactions between anESE, a GWE, an RWE and a game server, both figures being in accordancewith an embodiment of the invention. In such an embodiment, the hybridgame router 1700 does not route communications between the GWE 1702 andthe RWE 1704 as the GWE and RWE are hosted by the same host, namely RWEhost 1706. The game client or ESE 1708 transmits the player actions 1710to the hybrid game router. The hybrid game router receives the playeractions and routes them to the GWE.

The GWE determines 1712 a type and amount of a wager based on the playeractions and provides the type and amount of the wager 1714 to the RWE.The RWE receives the type and amount of wager and determines 1716 awager result 1718 and provides the wager result to the GWE. The GWE usesthe wager result to generate 1720 modified player actions 1722 asdescribed herein that are transmitted to the game server 1724 via thehybrid game router.

The game server receives the modified player actions 1726 and updates acentral game state using the player actions. The game server transmits agame state update 1728 to the hybrid game router. The hybrid game routerroutes the game state update to the GWE. The GWE receives the game stateupdates and modifies 1730 the game state updates based on the wagerresult as described herein. The GWE transmits the modified game stateupdates 1732 to the ESE via the hybrid game router and these updates1734 the local game state using the modified game state updates.

As described herein, in various embodiments, the GWE may not modify theplayer actions before the player actions are transmitted to the gameserver by the hybrid game router. Instead, the hybrid game router routesthe player actions to the game server and the GWE at the same time. Insuch embodiments, the GWE may transmit a separate game state update orother indication of the wager result to the ESE via the hybrid gamerouter for display to the player playing the entertainment game.

In numerous embodiments, the GWE receives the player actions from theESE. The GWE uses the player actions to determine a wager as describedherein. The wager is transmitted to the RWE. In response to receivingthe wager, the RWE executes the wager as described herein and transmitsthe wager result back to the GWE. The GWE uses the wager result togenerate a game state update based on the wager result, the playeractions and the GWE's own local game state. For example, the GWE maycalculate the amount an EE is incremented or decremented based on thewager result as described herein. The GWE uses the game state update toupdate its own local game state and transmits the game state update tothe game engine along with the player actions. The game server receivesthe player actions and the game state updates to generate a new gamestate that is then used for processing as described herein.

Referring now to FIGS. 19 and 20, FIG. 19 is a deployment diagram andFIG. 20 is a sequence diagram illustrating the sequence of operationsbetween components of a networked hybrid game in accordance with anembodiment of the invention. An ESE or game client 1900, a hybrid gamerouter 1902, and a GWE 1904 may all be hosted by the ESE or game clienthost 1906. In such embodiments, the hybrid game router routescommunications from the GWE to an RWE 1908 hosted by an RWE host 1910through a network 1912, such as a local area network or a wide areanetwork.

In operation, the ESE or game client 1900 transmits player actions 1914to the GWE. The GWE receives the player actions and determines 1916 awager 1918 as described herein. The GWE transmits the wager to thehybrid game router. The hybrid game router receives the wager andtransmits the wager to the RWE. The RWE receives the wager and executes1920 a wagering game using the wager as described herein. The RWEtransmits a wager result 1922 of the executed wager to the hybrid gamerouter. The hybrid game router receives the wager result and transmitsthe wager result to the GWE. The GWE receives the wager result andmodifies 1924 the player actions based on the wager results and a localgame state maintained by the GWE. The GWE transmits the modified playeractions to the hybrid game router. The hybrid game router receives themodified player actions and transmits the modified player actions to thegame server 1928. The game server receives the modified player actionsand determines 1930 a new central game state using the player actions.The game server also determines a game state update 1932 that is used bythe GWE and the ESE to update their respective local game states. Thegame server transmits the game state update to the hybrid game router.The hybrid game router receives the game state update and transmits thegame state update to the GWE. The GWE receives the game state update andmodifies 1934 the game state update as described herein. The GWEtransmits the modified game state update to the ESE and the ESE uses themodified game state update to update 1938 its local game state.

In several embodiments, the GWE may not modify the game state update andmerely uses the game state update to update its own local game state.The GWE transmits the game state update to the ESE. The ESE receives thegame state update and updates its own local game state.

In various embodiments, the GWE may not modify the player actions beforethe player actions are transmitted to the game server by the hybrid gamerouter. Instead, the hybrid game router routes the player actions to thegame server and the GWE at the same time. In such embodiments, the GWEmay transmit a separate game state update or other indication of thewager result to the ESE via the hybrid game router for display to theplayer playing the entertainment game.

In numerous embodiments, the GWE receives the player actions from theESE. The GWE uses the player actions to determine a wager as describedherein. The wager is transmitted to the RWE. In response to receivingthe wager, the RWE executes the wager as described herein and transmitsthe wager result back to the GWE. The GWE uses the wager result togenerate a game state update based on the wager result, the playeractions and the GWE's own local game state. For example, the GWE maycalculate the amount an EE is incremented or decremented based on thewager result as described herein. The GWE uses the game state update toupdate its own local game state and transmits the game state update tothe game engine along with the player actions. The game server receivesthe player actions and the game state updates to generate a new gamestate that is then used for processing as described herein.

Referring now to FIGS. 21 and 22, FIG. 21 is a deployment diagram andFIG. 22 is a sequence diagram for a networked hybrid game in accordancewith an embodiment in accordance of the invention. In such anembodiment, an RWE 2100, GWE 2102 and ESE or game client 2104 may behosted by the same host 2106. In operation, the ESE transmits playeractions 2110 to the GWE. The GWE receives the player actions anddetermines 2112 a wager 2114 using the player actions as describedherein. The GWE transmits the wager to the RWE. The RWE receives thewager and executes 2116 a wagering game using the wager as describedherein. The RWE transmits a wager result 2118 of the executed wager tothe GWE. The GWE receives the wager result and modifies 2120 the playeractions based on the wager results and the local game state maintainedby the GWE and the ESE. The GWE transmits the modified player actions2122 to the hybrid game router 2124. The hybrid game router receives themodified player actions and transmits the modified player actions to thegame server 2126. The game server receives the modified player actionsand determines 2128 a new central game state using the player actions.The game server also determines a game state update 2130 that is used bythe GWE and the ESE to update the local game state. The game servertransmits the game state update to the hybrid game router. The hybridgame router receives the game state update and transmits the game stateupdate to the GWE. The GWE receives the game state update and modifies2132 the game state as described herein. The GWE transmits the modifiedgame state update 2134 to the ESE. The ESE uses the modified game stateupdate to modify 2136 the local game state.

In various embodiments, a GWE does not modify the game state update anduses the game state update to update a local game state or transmits thegame state update to the ESE without modification.

As described herein, a GWE may modify the player actions received fromthe ESE before those player actions are forwarded to a game server. Themodifications to the player actions are based on a wager result receivedfrom an RWE. The modified player actions may be modified in such a waythat the modifications improve the player's chances for having asuccessful outcome in the game being played by the player.Alternatively, the player actions may be modified such that theydecrease the player's chances of a successful outcome in the game beingplayed by the player.

In numerous embodiments, a GWE receives the player actions from the ESE.The GWE uses the player actions to determine a wager as describedherein. The wager is transmitted to the RWE. In response to receivingthe wager, the RWE executes the wager as described herein and transmitsthe wager result back to the GWE. The GWE uses the wager result togenerate a game state update based on the wager result, the playeractions and the GWE's own local game state. For example, the GWE maycalculate the amount an EE is incremented or decremented based on thewager result as described herein. The GWE uses the game state update toupdate its own local game state and transmits the game state update tothe game engine along with the player actions. The game server receivesthe player actions and the game state updates to generate a new gamestate that is then used for processing as described herein.

In various embodiments, a GWE may not modify the player actions beforethe player actions are transmitted to the game server by the hybrid gamerouter. Instead, the GWE transmits the player actions to the game servervia the hybrid game router. In such embodiments, the GWE may transmit aseparate game state update or other indication of the wager result tothe ESE via the hybrid game router for display to the player playing theentertainment game.

In various embodiments, a hybrid game router may be implemented as acomponent of the host hosting the ESE or client game. In such a case,the hybrid game router may be implemented as a reprogrammable orreconfigurable router and used to route communications to theappropriate GWE, ESE and RWE components. That is, the hybrid game routercontains the addresses needed to route communications to componentsexternal to the ESE host. As such, the components hosted by the ESE hostneed not know the addresses of the external components and need onlyestablish communications with the hybrid game router and do not need tohandle the communications protocols with the other components hostedoutside of the ESE host.

In numerous embodiments, a hybrid game router intercepts communicationsbetween the ESE or game client and the game server. The hybrid gamerouter then reroutes communications from the ESE to the game serverthrough the GWE and RWE as described herein. In addition, the hybridgame router intercepts the communications coming from the game server tothe ESE or game client and reroutes those communications to the GWE forprocessing as described herein. In this way, an ESE, a GWE, an RWE and agame server may be implemented independently of one another, with onlythe hybrid game router needing to know the addresses of the disparatecomponents.

FIG. 23 is a deployment diagram of a hybrid online gaming systemincorporating components of a networked hybrid game in accordance withan embodiment of the invention. In a hybrid online gaming system 2300,an ESE host 2302, is operatively connected to a GWE host and an RWE host2320 by a hybrid game router 2322. The hybrid game router, GWE and RWEhost are operated by a casino operator under a regulatory environmentthat is consistent with the casino operator's physical location. Thatis, wherever the casino operator is subject to regulatory control, thesame regulatory controls are applied to the casino operator's operationof the GWE host and the RWE host. The ESE host may or may not bephysically located such that a player of a game of an ESE hosted by theESE host is subject to the same regulatory controls as the GWE host andRWE host. That is, the ESE host may be operatively connected to thehybrid game router through a wide area network (WAN) or a local areanetwork (LAN) such that the ESE host is not located in the samejurisdiction as the casino operator.

The combination of the GWE and RWE host and hybrid game router are usedto implement an online casino having an identifiable physical locationat which the casino operator consents to regulatory control. The hybridgame router also operatively connects the ESE host to a game server 2314via a network 2316 such as a local area network (LAN) or a wide areanetwork (WAN) such as the Internet. The hybrid game router does sothrough a firewall 2324 that protects the LAN of the online casino fromintrusion. Thus the ESE host is operatively connected to the GWE and RWEhost of the casino and to the game server through the hybrid gamerouter. In addition, the hybrid game router acts as an edge router forthe casino LAN and as a bridge between the casino LAN and the WAN.

Also illustrated are another GWE and RWE host 2320 and hybrid gamerouter 2322 that may be physically located in another location andsubject to another regulatory environment and are used to implementanother online casino that is operated in the other regulatoryenvironment. Another ESE 2300 is operatively connected to the otherhybrid game router 2302 via a wireless access point (WAP) illustratingthat an ESE may be prevented from connecting to a hybrid game routerunless that ESE is in close physical proximity to the hybrid gamerouter, and thus is operated under the same regulatory environment asthe other casino.

A GWE host 2306, RWE host 2308 and hybrid game router are operativelyconnected by a LAN 2312. The other ESE 2300 is also operativelyconnected by the other hybrid game router 2310 to the game server 2314via the network 2316. Accordingly, both the ESE 2302 and the other ESE2300 can communicate with the game server, thus allowing two separateplayers to play an online game administered by the game server. However,the ESE 2302 and the other ESE 2300 may be connected to separate GWEhosts and RWE hosts that are subject to separate regulatory controls.Therefore, a player of the ESE host 2302 and a player of the other ESEhost 2300 will be connected to the same game server, but will playthrough online casinos that may be under separate regulatory controls.

In some embodiments, an ESE host is operatively connected through ahybrid game router and a WAN or LAN to a GWE host. The GWE host is alsooperatively connected through the hybrid game router to an RWE.Alternatively, the GWE may be operatively connected to the RWE hostthrough a separate router. This enables the GWE host and GWE to bemaintained outside of the jurisdiction of the RWE and/or maintained by adifferent entity than the entity that manages the RWE host.

In many embodiments, the GWE and the ESE are hosted by the same host. Inthis configuration, the ESE and GWE are hosted by the same device. Inaddition, the program instructions used to implement the features of theGWE and the ESE may be components of the same software package.Furthermore, the ESE and GWE communicate with each other withouttransmissions through the hybrid game router while the GWE may still usethe hybrid game router for communications with the RWE.

FIG. 24 is a sequence operation illustrating the communications betweenan ESE hosted by an ESE host, through a hybrid game router and to a gameserver in accordance with an embodiment of the invention. The ESE 2400receives player inputs from a player playing a game (not shown) of theESE. The ESE determines player actions 2402 based on the player inputs.The player actions are the actions taken by the player when interactingwith elements of the game such as the virtual objects, non-playercharacters, player characters, etc. within the game The ESE transmitsthe player actions to a hybrid game router 2404. The hybrid game routerreceives the player actions and routes them to a GWE 2406.

The GWE determines 2408 a type and amount of a wager 2410 based on theplayer actions and transmits the type and amount of the wager to an RWE2411. The RWE receives the type and amount of wager and determines 2412a wager result 2414 and transmits the wager result to the GWE. The GWEuses the wager result to generate 2416 modified player actions 2418 asdescribed herein that are transmitted to a game server 2420 via thehybrid game router.

The game server receives the modified player actions and updates 2424 acentral game state using the player actions. The game server transmits agame state update 2426 to the hybrid game router. The game state updateis to be used by the ESE to update a local game state maintained by theESE such that the local game state remains synchronized with the centralgame state. The hybrid game router transmits the game state update tothe ESE. The ESE uses the game state update to update 2428 the localgame state maintained by the ESE.

In various embodiments, the GWE modifies the player actions based on theoutcome of the wager made by the RWE. For example, as described herein,the player's actions may have an effect on an outcome of a portion ofthe game being played by the player. In the case that the player isplayer a FPS, the player's actions may include information about whatweapon the player is currently using, the aim point of the weapon, thestatus of the weapon, whether the weapon has been actuated, etc. In anRPG style game, the player actions may include information about whatspells the player is casting and how many resources are to be used incasting the spell. An outcome of the portion of the game that the playeris player may be affected by modifying the player actions. For example,in the exemplary FPS case, the aimpoint of the weapon may be improved ifthe wager outcome is favorable to the player. In the exemplary RPG case,the indicated amount of resources used for the spell may be reduced ifthe wager outcome is unfavorable to the player, thus reducing theeffectiveness of the cast spell. As the modified player actions aretransmitted to the game server by the GWE instead of the actual playeractions, the game server will use the modified player actions to updatethe central game state maintained by the game server instead of theactual player inputs. This may result in an improved game outcome forthe player (if the wager outcome was favorable to the player) or mayresult in a worse game outcome for the player (if the wager outcome wasnot favorable to the player.)

In numerous embodiments, the hybrid game router eavesdrops on thecommunications of the ESE with the game server, for example by sniffingpackets being transmitted between the ESE and game server if they areusing a communications protocol using packets. The hybrid game routereavesdrops on the communications in order to determine if thecommunications coming from the ESE contain player actions for playing agame or are other types of communications between the ESE and the gameserver, such as the ESE and game server exchanging authenticationinformation for a player, starting game states, etc. If thecommunications includes player action information, the hybrid gamerouter routes the player actions to the GWE for processing. If thecommunications do not include player actions requiring processing by theGWE, the hybrid game router routes the communications to the gameserver.

FIG. 25 is a sequence diagram illustrating the interactions between anESE, a GWE, a RWE and a game server in accordance with an embodiment ofthe invention. In this diagram, a GWE 2500 intercepts and modifies gamestate updates being sent to an ESE 2502 by a game server 2504. The ESEreceives player inputs from a player playing a game of the ESE. The ESEdetermines player actions 2506 based on the player inputs. The playeractions are the actions taken by the player when interacting withelements of the game such as the virtual objects, non-player characters,player characters, etc. within the game The ESE transmits the playeractions to a hybrid game router 2508. The hybrid game router receivesthe player actions and routes them to the GWE.

The GWE determines 2510 a type and amount of a wager 2512 based on theplayer actions and transmits the type and amount of the wager to an RWE2514. The RWE receives the type and amount of wager and determines 2516a wager result 2518 and transmits the wager result to the GWE. The GWEuses the wager result to generate 2520 modified player actions 2522 asdescribed herein that are transmitted to the game server via the hybridgame router.

The game server receives the modified player actions and updates 2524 acentral game state using the player actions. The game server transmits agame state update 2526 to the hybrid game router. The hybrid game routerroutes the game state update to the GWE. The GWE receives the game stateupdates and modifies the game state updates 2528 as described hereinbased on the wager result. The GWE transmits the modified game stateupdates to the ESE via the hybrid game router and the ESE uses themodified game state updates to update 2532 a local game state.

FIG. 26 is a sequence diagram illustrating the interactions between anESE, a GWE, a RWE and a game server in accordance with an embodiment ofthe invention. In this diagram, a GWE 2600 maintains a local game statethat the GWE uses to modify intercepted game state updates and/or playeractions being sent to an ESE 2602 by a game server 2604. The ESEreceives player inputs from a player playing a game of the ESE. The ESEdetermines player actions 2606 based on the player inputs. The playeractions are the actions taken by the player when interacting withelements of the game such as the virtual objects, non-player characters,player characters, etc. within the game The ESE transmits the playeractions to a hybrid game router 2608. The hybrid game router receivesthe player actions and routes them to the GWE.

The GWE determines 2610 a type and amount of a wager 2612 based on theplayer actions and transmits the type and amount of the wager to an RWE2618. The RWE receives the type and amount of wager and determines 2620a wager result 2622 and transmits the wager result to the GWE. The GWEuses the wager result and a local game state to generate 2624 modifiedplayer actions 2626 as described herein that are transmitted to the gameserver via the hybrid game router.

The game server receives the modified player actions and updates 2628 acentral game state using the player actions. The game server transmits agame state update 2630 to the hybrid game router. The hybrid game routerroutes the game state update to the GWE. The GWE receives the game stateupdates and modifies 2632 the game state updates based on the wagerresult and the local game state being maintained by the GWE. The GWEalso uses the modified game state update 2634 to update the GWE's ownlocal game state. In this manner, the GWE holds and maintains a localgame state that is kept in synchronization with the local game state ofthe ESE. The GWE transmits the modified game state updates to the ESEvia the hybrid game router and the ESE uses the modified game stateupdates to update 2636 a local game state.

In numerous embodiments, the GWE receives the player actions from theESE. The GWE uses the player actions to determine a wager as describedherein. The wager is transmitted to the RWE. In response to receivingthe wager, the RWE executes the wager as described herein and transmitsthe wager result back to the GWE. The GWE uses the wager result togenerate a game state update based on the wager result, the playeractions and the GWE's own local game state. For example, the GWE maycalculate the amount an EE is incremented or decremented based on thewager result as described herein. The GWE uses the game state update toupdate its own local game state and transmits the game state update tothe game engine along with the player actions. The game server receivesthe player actions and the game state updates to generate a new gamestate that is then used for processing as described herein.

In many embodiments, the ESE performs some of the services of a gameengine, such as collision detection, and generates a game state updatereflecting the processing result of the performed service that istransmitted along with the player actions to the other components of ahybrid game as described herein.

FIG. 27 is a sequence diagram illustrating the sequence of operationsbetween components of an online casino in accordance with an embodimentof the invention. An ESE 2800 transmits player actions to a hybrid gamerouter 2802. The hybrid game router receives the player actions from theESE and transmits the player actions to a GWE 2804. The GWE receives theplayer actions and determines 2806 a wager 2808 as described herein. TheGWE transmits the wager to the hybrid game router. The hybrid gamerouter receives the wager and transmits the wager to an RWE 2810. TheRWE receives the wager and executes 2812 a wagering game using the wageras described herein. The RWE transmits a wager result 2814 of theexecuted wager to the hybrid game router. The hybrid game routerreceives the wager result and transmits the wager result to the GWE. TheGWE receives the wager result and modifies 2816 the player actions basedon the wager results and a local game state maintained by the GWE. TheGWE transmits the modified player actions 2818 to the hybrid gamerouter. The hybrid game router receives the modified player actions andtransmits the modified player actions to a game server 2820. The gameserver receives the modified player actions and determines 2822 a newcentral game state using the player actions. The game server alsodetermines a game state update 2824 that is used by the GWE and the ESEto update their respective local game states. The game server transmitsthe game state update to the hybrid game router. The hybrid game routerreceives the game state update and transmits the game state update tothe GWE. The GWE uses the game state update to update 2826 its own localgame state. The GWE transmits the game state update to the hybrid gamerouter. The hybrid game router receives the game state update andtransmits the game state update to the ESE. The ESE receives the gamestate update and updates 2828 its own local game state.

FIG. 28 is a sequence diagram illustrating the sequence of operationsbetween components of an online casino in accordance with an embodimentof the invention wherein an ESE and a GWE share the same host. Inoperation, an ESE 2900 transmits player actions 2902 to a GWE 2904. TheGWE receives the player actions and determines 2906 a wager 2908 usingthe player actions as described herein. The GWE transmits the wager to ahybrid game router 2910. The hybrid game router receives the wager andtransmits the wager to an RWE 2912. The RWE receives the wager andexecutes 2914 a wagering game using the wager as described herein. TheRWE transmits a wager result 2916 of the executed wager to the hybridgame router. The hybrid game router receives the wager result andtransmits the wager result to the GWE. The GWE receives the wager resultand modifies 2918 the player actions based on the wager results and thelocal game state maintained by the GWE and the ESE as described herein.The GWE transmits the modified player actions 2920 to the hybrid gamerouter. The hybrid game router receives the modified player actions andtransmits the modified player actions to a game server 2922. The gameserver receives the modified player actions and determines 2924 a newcentral game state using the player actions. The game server alsodetermines a game state update 2926 that is used by the GWE and the ESEto update the local game state. The game server transmits the game stateupdate to the hybrid game router. The hybrid game router receives thegame state update and transmits the game state update to the GWE. TheGWE uses the game state update to update 2928 the local game state.

As described herein, a GWE and/or an ESE may modify the player actionsreceived from the ESE before those player actions are forwarded to agame server. The modifications to the player actions are based on awager result received from an RWE. The modified player actions may bemodified in such a way that the modifications improve the player'schances for having a successful outcome in the game being played by theplayer. Alternatively, the player actions may be modified such that theydecrease the player's chances of a successful outcome in the game beingplayed by the player.

In various embodiments, an aimbot may be implemented to improve theplayer's ability to strike a virtual target using a virtual weapon whena wagering outcome is favorable to the player. An aimbot is a gameenhancement that assists the player in acquiring a target within thegame world. An aimbot is possible because the game state maintainedwithin the ESE or the GWE includes the location of each object that aplayer may wish to target. The aimbot uses this location information tobetter define the player's own targeting actions. For example, if anaimpoint of virtual weapon being used by the player indicates that theplayer is pointing close to, but not exactly at, an object that is apotential target, the aimbot improves the aimpoint of the virtual weaponby modifying the player's actions such that those actions indicate thatthe player has perfectly aimed the virtual weapon at the object.Alternatively, the aimbot can be used to frustrate the player's abilityto acquire a target by throwing off the aimpoint of the virtual weaponsuch that the player misses the aimed at target.

In many embodiments, a triggerbot is implemented to improve the player'sability to strike a virtual target using a virtual weapon when awagering outcome is favorable to the player. A triggerbot is used toautomatically trigger the firing of the virtual weapon when the aimpointof the weapon indicates that the virtual weapon is properly aimed at anobject representing an intended target. This ensures that the playerwill hit a target even though the player does not realize that theycould have taken the shot. A triggerbot may also be used to increase therate of triggering of the virtual weapon such that the player may firethe virtual weapon much faster than would normally be possible.Alternatively, a triggerbot can be used to frustrate a player taking ashot by modifying the player's actions such that when the playerattempts to trigger the virtual weapon, the player actions are modifiedto indicate that the player did not trigger the virtual weapon ortriggered the virtual weapon much more slowly.

In numerous embodiments, lag may be introduced into the outgoing playeractions when a wagering outcome is favorable to the player such that theplayer's actions are summed up and then the summation of the player'sactions are transmitted as a burst of actions, the burst of actionsbeing faster than the player could have performed those actions alone.Alternatively, the transmission of the player's actions could be sloweddown to the point where the player is inhibited from playing the gamewell.

In some embodiments, scripting of player actions may be implemented toeither provide additional features for the player, such as the abilityto perform a series of complicated actions quickly without hesitation ormistake, or to frustrate the player, such as initiating a series ofplayer actions that disrupt the player's own actions. For example, in aracing game, steering, braking and acceleration actions could beinitiated by a script that allow a player to perfectly negotiate a turnat the maximum possible velocity. As an example of scripted actions thatfrustrate a player, a player's virtual weapon may be triggered torepeatedly fire such that the virtual weapon is quickly depleted.

In numerous embodiments, a locally stored game state or locally storedgame resources may be modified in order to provide either an advantageto a player or to frustrate a player without affecting the central gamestate of the game server. As one example, the amount of ammunition thata player has available for a virtual weapon is modified in the gamestate in order to either increment the amount of ammunition or todecrement the amount of ammunition. As an example of modifying aresource, the texture maps may be modified for an object such that theobject when rendered does not obscure other objects in the game world.Alternatively, the texture map of an object may be modified such that itmore easily blends into the surrounding texture maps, such as making theobjects texture map identical to surface that is behind the object inthe scene graph relative to the player's viewpoint, thus making theobject more difficult to see by the player. As another example, anobject's texture maps could be modified to make the object more easilyseen, such as making the object completely white or in some other way tobe highlighted.

In many embodiments, a local game state of a game may be read in orderto provide additional information to a player in order to enhance theplayer's game play. For example, the attributes and position of certainobjects or opponents in the game world may be provided to the player.

In numerous embodiments, collision boundaries of certain objects may beremoved or altered within the local game state such that a player maymove through an object in order to enhance a player's location in thegame world. Alternatively, the collision boundaries on objects may bemodified such that player is more constricted in movement, thushindering the player's ability to obtain a favorable position.

Referring now to both FIG. 29 and FIG. 30, FIG. 29 is a componentdiagram of a browser-based networked hybrid game in accordance with anembodiment of the invention and FIG. 30 is a sequence diagramillustrating interactions between the components of a browser-basednetworked hybrid game in accordance with an embodiment of the invention.A browser-based networked hybrid game includes a browser 3000 that ishosted by a client host and the browser is operatively coupled to a gameserver 3002 hosted by a game server host via a WAN connection. Thebrowser includes a browser extension 3004. The game server includes agame server engine 3005 that uses a central game state 3006 to implementa game served by the game server. The game server engine includescomponents that operate on and use the central game state, such as aphysics engine 3008, a game rules engine 3010, and a web content engine3012, etc. The game server engine uses the central game state togenerate 3013 an updated central game state. The game server also usesthe web content engine to generate web content 3014 that is transmittedto the browser via the WAN. The browser uses the web content to generate3015 a player presentation or display 3016 for presentation to a player.The player presentation may include audiovisual and tactile componentsthat are presented to the player while playing the game. The playerinteracts with the game using one or more player HIDs 3018. The browserreceives 3017 the player inputs through the player HIDs and generatesplayer inputs or actions 3020 that are transmitted to the game servervia the network. The game server receives the player actions and thegame server engine uses the player actions and the central game state togenerate 3022 a new central game state. The game server then generatesupdated web content 3023 that is transmitted to the browser and thebrowser uses the updated web content to generate 3035 a new playerpresentation for the player. The processes in both the browser and thegame server loop continuously in a game loop while the player continuesto play the game.

To implement a networked hybrid game, the browser plugin snoops on thecommunications between the browser and the game server; and routes thosecommunications to a GWE 3024. The GWE receives the player actions anddetermines from those player actions which objects the player hasselected. The GWE then generates 3026 a wager 3028 for use by an RWE3030 based on the player actions. The GWE transmits the wager to the RWEand the RWE executes 3032 the wager and returns the wager result 3034 tothe GWE. The GWE receives the wager result and generates 3036 auxiliaryweb content for the browser. The auxiliary web content includes thewager result for display to the player while the player is playing thebrowser based game. The GWE transmits the

Although various embodiments of components of networked hybrid games arediscussed above, components of networked hybrid games can be networkedin any configuration as appropriate to the requirements of a specificapplication in accordance with embodiments of the invention. In certainembodiments, components of a networked hybrid game, such as a GWE, RWE,ESE, router or server that performs services for a GWE, RWE, ESE, serveror router can be networked in different configurations for a specificnetworked hybrid game gameplay application.

Processing Apparatus

Any of a variety of processing apparatuses can host various componentsof a networked hybrid game or an online casino utilizing a networkedhybrid game in accordance with embodiments of the invention. In severalembodiments, these processing apparatuses can include, but are notlimited to, a mobile device such as a tablet computer or smartphone, adedicated gaming machine, a general purpose computer, a computing deviceand/or a controller. A processing apparatus that is constructed toimplement a component of a networked hybrid game or an online casino inaccordance with various embodiments of the invention is illustrated inFIG. 32. In the processing apparatus 3200, a processor 3204 is coupledto a memory 3206 by a bus 3228. The processor 3204 is also coupled tonon-transitory processor-readable storage media, such as a storagedevice 3208 that stores processor-executable instructions 3212 and data3210 through the system bus 3228 to an I/O bus 3226 through a storagecontroller 3218. The processor 3204 is also coupled to one or moreinterfaces that may be used to connect the processor to other processingapparatuses as well as networks as described herein. The processor 3204is also coupled via the bus to user input devices 3214, such as tactiledevices including but not limited to keyboards, keypads, foot pads,touch screens, and/or trackballs, as well as non-contact devices such asaudio input devices, motion sensors and motion capture devices that theprocessing apparatus may use to receive inputs from a user when the userinteracts with the processing apparatus. The processor 3204 is connectedto these user input devices 3214 through the system bus 3228, to the I/Obus 3226 and through the input controller 3220. The processor 3204 isalso coupled via the bus to user output devices 3216 such as (but notlimited to) visual output devices, audio output devices, and/or tactileoutput devices that the processing apparatus uses to generate outputsperceivable by the user when the user interacts with the processingapparatus. In several embodiments, the processor is coupled to visualoutput devices such as (but not limited to) display screens, lightpanels, and/or lighted displays. In a number of embodiments, theprocessor is coupled to audio output devices such as (but not limitedto) speakers, and/or sound amplifiers. In many embodiments, theprocessor is coupled to tactile output devices like vibrators, and/ormanipulators. The processor is connected to output devices from thesystem bus 3228 to the I/O bus 3226 and through the output controller3222. The processor 3204 can also be connected to a communicationsinterface 3202 from the system bus 3228 to the I/O bus 3226 through acommunications controller 3224.

In various embodiments, a processor loads the instructions and the datafrom the storage device into the memory and executes the instructionsand operates on the data to implement the various aspects and featuresof the components of a gaming system as described herein. The processoruses the user input devices and the user output devices in accordancewith the instructions and the data in order to create and operate userinterfaces for players, casino operators, and/or owners as describedherein.

Although the processing apparatus is described herein as beingconstructed from a processor and instructions stored and executed byhardware components, the processing apparatus can be composed of onlyhardware components in accordance with many embodiments. In addition,although the storage device is described as being coupled to theprocessor through a bus, those skilled in the art of processingapparatuses will understand that the storage device can includeremovable media such as but not limited to a USB memory device, anoptical CD ROM, magnetic media such as tape and disks. Also, the storagedevice can be accessed through one of the interfaces or over a network.Furthermore, any of the user input devices or user output devices can becoupled to the processor via one of the interfaces or over a network. Inaddition, although a single processor is described, those skilled in theart will understand that the processor can be a controller or othercomputing device or a separate computer as well as be composed ofmultiple processors or computing devices.

In numerous embodiments, any component of a networked hybrid gameincluding an RWE, GWE, ESE, router or server as described herein can beimplemented on multiple processing apparatuses, whether dedicated,shared or distributed in any combination thereof, or may be implementedon a single processing apparatus. In addition, while certain aspects andfeatures of a networked hybrid game described herein have beenattributed to an RWE, GWE, ESE, router or server, these aspects andfeatures may be implemented in a hybrid form where any of the featuresor aspects may be performed by any of a RWE, GWE, ESE, router or serverwithin a networked hybrid game or an online casino without deviatingfrom the spirit of the invention.

While the above description contains many specific embodiments of theinvention, these should not be construed as limitations on the scope ofthe invention, but rather as an example of one embodiment thereof. It istherefore to be understood that the present invention may be practicedotherwise than specifically described, without departing from the scopeand spirit of the present invention. Thus, embodiments of the presentinvention should be considered in all respects as illustrative and notrestrictive.

What is claimed is:
 1. A system of a networked hybrid game, comprising: an entertainment software engine constructed to: generate a first player presentation of a skill-based entertainment game; present the first player presentation to a player; and transmit via a network a player action taken by the player during the player's skillful execution of the skill-based entertainment game using the player presentation; a game server constructed to: receive via the network the player action of a player during the player's skillful execution of a skill-based entertainment game; generate a game state update of the skill-based entertainment game on the basis of the player action; and transmit via the network the game state update; a game world engine constructed to: receive the player action during the player's skillful execution of the entertainment game; generate a wager of real world credits for a gambling game based on the received player action; transmit the wager; receive a wager result for the wager; receive the game state update from the game server; generate a modified game state update on the basis of the game state update and the wager result; and transmit the modified game state update; and a real world engine constructed to: receive the wager from the game world engine; and provide a wager result from the wager made in the gambling game, wherein the entertainment software engine is further constructed to: receive via the network the modified game state update from the game world engine; generate a second player presentation for the player using the modified game state update; and present the second player presentation to the player.
 2. The networked hybrid game of claim 1, wherein: the game world engine is further constructed to: generate a modified player action based on the player action and the received wagering result.
 3. The networked hybrid game of claim 2, wherein the modified player action provides an advantage to the player.
 4. The networked hybrid game of claim 1, wherein the modified game state provides an advantage to the player.
 5. The networked hybrid game of claim 1, wherein the modified game state provides an additional game object for the player.
 6. The networked hybrid game of claim 1, wherein the entertainment software engine is a game client.
 7. The networked hybrid game of claim 1, wherein the entertainment software engine is a browser.
 8. A method of operating a networked hybrid game, the method comprising: performing by one or more processors of an entertainment software engine a process of: generating a first player presentation of a skill-based entertainment game; presenting the first player presentation to a player; and transmitting via a network a player action taken by the player during the player's skillful execution of the skill-based entertainment game using the player presentation; performing by one or more processors of a game server a process of: receiving via the network the player action of a player during the player's skillful execution of a skill-based entertainment game; generating a game state update of the skill-based entertainment game on the basis of the player action; and transmitting via the network the game state update; performing by one or more processors of a game world engine a process of: receiving the player action during the player's skillful execution of the entertainment game; generating a wager of real world credits for a gambling game based on the received player action; transmitting the wager; receiving a wager result for the wager; receiving the game state update from the game server; generating a modified game state update on the basis of the game state update and the wager result; and transmitting the modified game state update; and performing by one or more processors of a real world engine a process of: receiving the wager from the game world engine; and providing a wager result from the wager made in the gambling game, wherein the one or more processors of the entertainment software engine further perform a process of receiving via the network the modified game state update from the game world engine; generating a second player presentation for the player using the modified game state update; and presenting the second player presentation to the player.
 13. The method of claim 12, wherein the modified player action provides an advantage to the player.
 14. The method of claim 11, wherein the one or more processors of the game world engine further perform a process comprising: receiving via the network from the real world engine, the wager result; generating a modified game state update based on the game state update and the received wagering result; and transmitting via the network to the entertainment software engine, the modified game state update.
 15. The method of claim 14, wherein the modified game state provides an advantage to the player.
 16. The method of claim 14, wherein the modified game state provides an additional game object for the player.
 17. The method of claim 11, wherein the entertainment software engine is a game client.
 18. The method of claim 11, wherein the entertainment software engine is a browser. 